Here is the provided character sheet we'll be using. Copy-paste the text and fill it out as approriate. Remember to pick a different colour than what's provided in the code as it is, to add at least one character portrait that fits your character and ask for my approval before they're accepted into the RP. If in any doubt and in need of assistence, PLEASE do ask! Better to ask once too much than too little.
[color=6ecff6][b]Name:[/b][/color] (Full name) [color=6ecff6]Aliases:[/color] (Nicknames, previous names, maiden names, etc.) [color=6ecff6][b]Age:[/b][/color] [color=6ecff6][b]Gender:[/b][/color] [color=6ecff6][b]Birthplace:[/b][/color] (List both city and country if applicable.) [color=6ecff6][b]Residence:[/b][/color] (Your characters current place of residence, where you live.) [color=6ecff6][b]Occupation:[/b][/color] (What your character does for a living. Can be chosen from a list during character creation, just ask and I'll help if needed.)
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Appearance and Physical attributes[/center][/color][/i][/b][/h3]
[table=bordered] [row][cell][center][color=6ecff6][b]⊰Strength⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Constistution⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Size⊱[/b][/color] [i]2d6+6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Dexterity⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Apperance⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Hit Points⊱[/b][/color] [i]Size + Constitution /10, rounded down[/i][/center][/cell] [/row] [/table]
[color=6ecff6][b]Physical description[/b][/color] [b][color=6ecff6]Height:[/color][/b] [b][color=6ecff6]Weight:[/color][/b] [b][color=6ecff6]Build:[/color][/b] [b][color=6ecff6]Eyes:[/color][/b] [b][color=6ecff6]Hair:[/color][/b] [b][color=6ecff6]Skin Tone:[/color][/b] [b][color=6ecff6]Tattoos/Scars/Piercings:[/color][/b] (Not neccecarry unless you think it fits your character.) [b][color=6ecff6]Personal Style:[/color][/b]
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Psychology and Mental Attributes[/center][/color][/i][/b][/h3]
[table=bordered] [row][cell][center][color=6ecff6][b]⊰Intelligence⊱[/b][/color] [i]2d6+6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Education⊱[/b][/color] [i]2d6+6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Power⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Luck⊱[/b][/color] [i]3d6 X 5[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Sanity Points⊱[/b][/color] [i]Equal to Power[/i][/center][/cell][cell][center][color=6ecff6][b]⊰Magic Points⊱[/b][/color] [i]Equal to Power/5[/i][/center][/cell][/row] [/table]
[b][color=6ecff6]Sexuality:[/color][/b] (What your characters true sexuality is, even though they may not be aware of it. This is set in stone when submitted, and a character deemed 1 sexuality may not flip to be attracted to something else later on) [b][color=6ecff6]Relationship Status:[/color][/b] (Remember if you place Marries, Engaged, Dating - no Rper may play your significant other - They will be a Non-playable NPC that is only referenced) [b][color=6ecff6]Personality:[/color][/b] Minimal 2 paragraphs that tells us how the characters mind works [b][color=6ecff6]Habits:[/color][/b] Minimal 2 [b][color=6ecff6]Hobbies:[/color][/b] At least 1 [b][color=6ecff6]Greatest fear:[/color][/b] Your character's main big fear, something that WILL make your character act unhinged. Must be something tangiable and possible. Fears like "dying", "death" and the like is not accepted. [list] [*][/list] [b][color=6ecff6]Likes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list] [b][color=6ecff6]Dislikes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list]
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Cards On The Table[/center][/color][/i][/b][/h3] [center][color=6ecff6][h2]Skills[/h2][/color][/center] Call of Cthulhu is notorious for its long list of skills, but it will become managable for you in no time! Here is the offical list of skills used in Call of Cthulhu 7th Edition with the base percentage chance of success listed. Just give me a call during character creation and in-case you need some help. I'm more than happy to help!
[hider=Skills] [list] [*]Accounting - 05% [*]Anthropology - 01% [*]Appraise - 05% [*]Archaeology - 01% [*]Art/Craft - 05% -Insert craft if specified by your occupation. [*]Charm - 15% [*]Climb - 20% [*]Credit rating - 00% -Based on your occupation. Occupation skill point must be used to raise your credit rating. [*]Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity. [*]Disguise - 05% [*]Dodge - Half dexterity % -Can be added onto with skill points during character creation. [*]Drive auto - 20% [*]Electrial Repair - 10% [*]Fast Talk - 05% [*]Fighting (Brawl) - 25% -Other means of fighting may be added here during character creation. [*]Firearms (Handgun) - 20% [*]Firearms (Rifle/Shotgun) - 25% -Other forms of firearms may be added here during character creation. [*]First Aid - 30% [*]History - 05% [*]Indimidate - 15% [*]Jump - 20% [*]Language (Other) - 01% -May be added during character creation, either from your occupation or personal skill. [*]Language (Own) - Equal to Education [*]Law - 05% [*]Library Use - 20% [*]Listen - 20 % [*]Locksmith - 01% [*]Mechanical Repair - 10% [*]Medicine - 01% [*]Natural World - 10% [*]Navigate - 10% [*]Occult - 05% [*]Operate Heavy Machinery - 01% [*]Persuade - 10% [*]Pilot - 01% -What type of pilot you are is deteremined by your occupation or personal skills. [*]Psychology - 10% [*]Psychoanalysis - 01% [*]Ride - 05% [*]Science - 01% -What field of science you are skilled in, is determined by your occupation or personal skills. [*]Sleight of hand - 10% [*]Spot Hidden - 25% [*]Stealth - 20% [*]Survival - 10% -What climate and/or terrain you are skilled in surviving, is determined by your occupation or personal skills. [*]Swim - 20% [*]Track - 10% [*][b]Additionl slots of not listed skills[/b] [*] [*] [*] [*] [/list][/hider]
[center][h2][color=6ecff6]Weapons and Combat[/color][/h2][/center]
[color=6ecff6][b]Damage Bonus:[/b][/color] Strenght + Size, match against DB-table: 65-84 equals -1 in DB, 85-124 equals + DB, 125-164 equals 1d4 DB [color=6ecff6][b]Build:[/b][/color] Strength + Size, match against Build-table: 65-84 equals -1, 85-124 equals + 0, 125-164 equals DB [color=6ecff6][b]Dodge:[/b][/color] Same as the skill "Dodge"
Weapons: [list][*]Unarmed: Regular Success - Hard Success Extreme Success - Damage (1d3 + DB)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A) [*]Weapon name: Regular Success - Hard Success Extreme Success - Damage - Range - Attacks - Ammo - Malfunction [*] [*] [/list]
[b][color=6ecff6]What Is On Your Person:[/color][/b] This includes your clothing, jewelry, your wallet, your id, your keys; cash(denote which country), a picture (a rare thing), papers and tobacco, pipe, matches, weapons you may carry, shoes, purse, bag, canteen, walking stick, and so forth. If it is not listed you are not carrying it. Again, keep it grounded in the real world for the 1920's. Limited to spots provided. [list][*] Clothing - [*] Purse/Wallet - [*] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=6ecff6]Residence:[/color][/b] This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - Bullets get used, weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks and keep it with your profession and what your income would have been. Not everyone is going to have money... Limited to spots provided. [list][*] [*] [*] [*] [*] [*] [*] [*] [*] [*] [*] This spot is for an animal only - Cat, Goat, Horse, Camel (Basic animal, nothing special about it. It may not even obey every command.) [/list]
[hr.][hr.][h3][b][i][color=6ecff6][center]History[/center][/color][/i][/b][/h3] [b][color=6ecff6]What brought you to the detective agency, and why are you still there:[/color][/b] [u]One [/u]well-written paragaph on why you decided to join the agency. [b][color=6ecff6]Life before current day:[/color][/b] At least [u]three [/u]well-written paragraphs on your character's life up until this point in the story. Why did they turn to their specific occupation, why do they have the skills they have, etc. [b][color=6ecff6]Your belief in/encounters with the supernatural:[/color][/b] Unless cleared by me, this does not mean your character actually has faced the Mythos. This is more akin to strange occurances in passing, odd things happening around you or rumors you've heard. Do you really believe in them, or are you a rational person? [b][color=6ecff6]Ideology/Belief:[/color][/b] What does your character actually believe in? Politics, religion, social movements etc. [b][color=6ecff6]Significant people:[/color][/b] Someone near and dear to you, not neccecarrily your possible spouse or partner. [b][color=6ecff6]Meaningful location:[/color][/b] Someplace that has deep meaning to you. Your place of work? Your home? Place of worship? [b][color=6ecff6]Treasured possessions:[/color][/b] A single item that hold great value to you.
[hr.][hr.][h3][b][i][color=6ecff6][center]Extras[/center][/color][/i][/b][/h3] [b][color=6ecff6]Character Quote:[/color][/b] Something they say a lot or live by [b][color=6ecff6]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=6ecff6]Anything Else:[/color][/b]
Physical description Height: 5'5" Weight: 170 lbs Build: Somewhat heavyset Eyes: Green Hair: Red-orange Skin Tone: Pale, what one would consider 'white' Tattoos/Scars/Piercings: A scar on his right palm, from index finger to the other side of his wrist; he has no idea how he got it. Personal Style: Fairly formal - even when "dressed down", he wears a vest and tie.
Sexuality: Asexual Relationship Status: Single Personality: Jeremiah is the determined sort, feeling that there must be some greater underlying truth to the universe and that he must only push harder against reality to discover it. While he is much more hesitant to push this determination when others are in need of him, his own safety means little to him in the pursuit of knowledge. He is something of a bookworm, preferring older texts to more recently published works due to a belief that the sudden surge in 'science' has led people to ignoring what should be obvious patterns and truths. Jeremiah is fond of drawing connections that others may not notice, especially between cultures on entirely different continents. What these connections may mean is not known but he'll do as much studying and research as needed to understand their meaning.
While he can talk about his research for days, he has a harder time talking about more mundane topics. He does his best to avoid seeming rude, though, letting others talk and trying to feign interest and curiosity. It can frustrate him, though, that people appear to need to preface anything important they're saying with small talk. Eye contact especially bothers him - ever since his trip to Ireland, he often feels watched and having to make eye contact only intensifies the sensation. He recognizes it's considered a sign of respect in U.S. culture, but that does little to diminish the feeling. Habits: Chewing fingernails especially when nervous (they're usually bitten down to the quick), avoiding eye contact, keeping curtains closed Hobbies: Playing viola, whittling soap Greatest fear:
Birds, especially crows
Likes:
Music
New inventions
Taxidermy
That new book smell
Unsolved mysteries
Warm socks
Dislikes:
Crows
The smell of smoke
Destroying people's property
Chuches
Masks
Wet socks
Cards On The Table
Skills
Call of Cthulhu is notorious for its long list of skills, but it will become manageable for you in no time! Here is the official list of skills used in Call of Cthulhu 7th Edition with the base percentage chance of success listed. Just give me a call during character creation and in-case you need some help. I'm more than happy to help!
Accounting - 05%
Anthropology - 75%
Appraise - 05%
Archaeology - 01%
Art/Craft (Forgery) - 45% -Insert craft if specified by your occupation.
Charm - 15%
Climb - 20%
*Credit rating - 40% -Based on your occupation. Occupation skill point must be used to raise your credit rating.
Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity.
Disguise - 05%
Dodge - 25 % -Can be added onto with skill points during character creation.
Drive auto - 20%
Electrical Repair - 10%
Fast Talk - 05%
Fighting (Brawl) - 25% -Other means of fighting may be added here during character creation.
Firearms (Handgun) - 20%
Firearms (Rifle/Shotgun) - 25% -Other forms of firearms may be added here during character creation.
First Aid - 30%
History - 05%
Intimidate - 15%
Jump - 20%
Language (Other) - 65% (Latin) -May be added during character creation, either from your occupation or personal skill.
Language (Own) - 75%
Law - 05%
Library Use - 70%
Listen - 40%
Locksmith - 01%
Mechanical Repair - 10%
Medicine - 01%
Natural World - 10%
Navigate - 10%
Occult - 50%
Operate Heavy Machinery - 01%
Persuade - 10%
Pilot - 01% -What type of pilot you are is determined by your occupation or personal skills.
Psychology - 42%
Psychoanalysis - 01%
Ride - 05%
Science - 01% -What field of science you are skilled in is determined by your occupation or personal skills.
Sleight of hand - 10%
Spot Hidden - 50%
Stealth - 20%
Survival - 10% -What climate and/or terrain you are skilled in surviving is determined by your occupation or personal skills.
Swim - 20%
Track - 10%
Additional slots of not listed skills
Weapons and Combat
Damage Bonus: 0 Build: 0 Dodge: 25%
Weapons:
Unarmed: Regular Success (25%) - Hard Success (12%) Extreme Success (5%) - Damage (1d3)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
Weapon name: Regular Success - Hard Success Extreme Success - Damage - Range - Attacks - Ammo - Malfunction
Wallet - US cash, ID, photograph of primary school graduating class
Walking stick, topped with a deer's antler
Matchbox
Pocketwatch
Penknife - 4 inches long
Loupe
Coin of unknown origin, with a hole through the middle and tied onto a string; worn as a necklace
Gauze
Leather gloves
Residence:
Varied alchemical texts
Varied philosophical texts
Viola
Full-head mask of a long-eared owl
A variety of pens and inks
Reams of paper
Kerosene lantern
Oil can
Dictionaries of various languages used as translation aids
Car
Cat - tortoiseshell, named Autumn
History
What brought you to the detective agency, and why are you still there: While Jeremiah isn't certain, he suspects it's his paper on a small Irish culture's traditions that grabbed the attention of TIME. He wrote a fairly detailed paper on the odd traditions and rituals the culture still carried out, and kept a lot of information on the final ritual they showed him to himself. He thinks they recognize how he left information out and, given the agency's interest in the supernatural, are hoping to learn what he's kept to himself. While it's a secret that he plans to take to his grave, he must admit interest in the supernatural and the kind of cases TIME prefers to investigate. As such, it's who will give in first - TIME with a genuine supernatural case, or Jeremiah with his secrets. Either way, he's a member of TIME with no intentions of leaving. Life before current day: Jeremiah Dupree (born as Emilia, before changing his name in his application to Cornell) was born the only child to a sickly mother and an indifferent father. When his mother died, his father, preferring to focus on his work as a state senator rather than the difficulties of child-raising, sent his child to an all-girl boarding school in New York. It was there, with no contact from his father and relatively isolated from the ones who should've been peers, that Jeremiah developed his fascination with philosophy and a desire to understand the universe as a whole. He snuck texts from the nearby city's library and was often disciplined for having them when caught with them or caught sneaking out.
During his second year, he met a girl named Alice who shared his interest in natural philosophy. Perhaps more importantly, where Jeremiah was isolated and perceived as strange by his classmates, Alice was sociable and able to make connections and friends. Jeremiah ended up making friends by association, and he and Alice headed a private club dedicated to the 'soft sciences' and educating interested girls in topics like philosophy, religion (outside of Christianity, which the school covered), anthropology, and psychology. When the school found out, Alice pulled strings with her parents to protect her fellow classmates from punishment, something Jeremiah has never fully repaid in his mind. Truly, he and Alice were close, and Alice was the first one he told about his true self. While it confused her, she accepted it, leaving Jeremiah even deeper in her debt.
While Jeremiah was at the all-girls' school, his father passed away. He did not attend the funeral and has never regretted it. Instead, he made use of his inheritance to attend Cornell for a bachelor's degree, and later Johns Hopkins for a doctorate in anthropology. At Cornell, he often assisted professors with their work in anthropology and philosophy, and it was the former where he started noticing similarities in cultures distant from each other. At Hopkins, he focused on a small group in Ireland and even persuaded some students and a professor to accompany him to observe and learn about their rituals. The resulting paper was quite successful, though critics claimed there were significant gaps and it felt like information had been left out. The students and professors defended their work, saying it was what they were allowed to observe, though Jeremiah was conspicuously silent. Unlike the others, he had returned from Ireland with a full-head mask of a long-eared owl's head and a fresh fear of birds. Despite this, he persisted and earned his doctorate. He then decided to focus more on local cultures, which eventually led him to Arkham and Miskatonic University. Your belief in/encounters with the supernatural: He's heard of Miskatonic's many spirits and ghost tales, though he's yet to witness any for himself. He's not been heavily dissuaded though - whatever he witnessed in Ireland has made him a firm believer in the supernatural. Ideology/Belief: Superficially Protestant; Rationalist; socialist Significant people: Alice Beechworth, his first friend. They still stay in touch via letters, as she went home to Rhode Island after their schooling was completed. She's married now, though Jeremiah was never romantically attracted to her - their current issue is the suspicion from her husband, Elmer. Honestly, he sees no real threat from Elmer, but if he ever was convinced Elmer's suspicion would lead to him hurting Alice, he'd risk everything to keep her safe.
On the other end of the scale, in terms of importance but truly hated, is Jeremiah's father. He resents his father for choosing his career over his grieving child. Few can really upset Jeremiah, but his father still has that effect on him even beyond the grave. Meaningful location: Jeremiah's home is his one truly safe sanctuary. Treasured possessions: The walking stick, a gift from Alice when she heard he was going on trips overseas.
Extras
Character Quote: "There is truth. And there is the illusion of the relative world. Each one of us can choose whether we would like to delve into and participate in the illusion’s adventures, or if we would like to know the truth." Theme Song:Nox Arcana - The Raven Anything Else:Dice rolls
Physical description Height: 1.79m Weight: 59kg Build: Athletic Eyes: Grey Hair: Black Skin Tone: Fair Tattoos/Scars/Piercings: Big claw like scars on the right shoulder, the left side of her torso and on her back. Personal Style: Usually her style tends to consist of white shirts with various neck decorations, black skirts, stockings, various high leather boots or shoes and black coat. She tends to wear some accessories in the form of earrings and rings, usually complimented with deep red lipstick, sharply done eyelines and a touch of rouge for her cheeks.
Sexuality: Bisexual Relationship Status: Single/Widowed Personality: There are two sides of Eleonora that exist in constant struggles. Mostly caused by her past and mental state. The first is her more calm and collected one. She's actually pretty alright person, she can smile, joke and be friendly, however that's not mostly teh case anymore. Driven by the past and the traumatic events she underwent, losing her family and being on the step of death herself, she's unable to accept it all and simply move on. She's haunted by the experience, dreams of it, hates herself and everyone else for it. She drowns most of her worries in cheap alcohol. Constantly stressed and irritated from it all, she's prone to solving conflicts with violence.
When not actually overwhelmed by her unstable emotions and being a prickly ball of fuck you to everyone around, she's actually again quite alright. Especially when she's working, she's patient, careful and tends to appear a lot friendlier than when she's wasting her time drinking away. On the job she's rarely drinking hard enough to get drunk, mostly keeping herself focused with the grand goal in her life. Which is finding what and who killed her family and tearing them to pieces. She's so driven that it overpowers her constant desire for self destruction in alcohol and smoking, when she believes she's on the tracks of what she needs. At the rare cases when she's not drunk, not depressed to the point of self loathing and not on the job, she actually prefers to spend her time listening to music and reading a good novel.
Once upon a time she considered herself a straight person when it came to sexuality, she was married and with a child after all. Everything else that happened had brought a different... well perspective's a wrong word for it. Sometimes all she wants to do is drown everything that is her mind in alcohol and just spend the night in carnal pleasure in the vain attempts to catch a glimpse of what was before everything went to hell and when that happens she doesn't really care if it's a bloke or a gal. She doesn't mind it much, then again she hardly can mind it much from the alcohol influence anyways.
Habits: Smoking, plays with hair, Bites lower lip when nervous Hobbies: Reading, Maintaining her gun, Throwing knives Greatest fear:
Being Blind/Unable to See
Likes:
Alcohol
Cigarettes
Guns
Books
Knives
Music
Sun
Smoking Pipes
Speakeasies
Dislikes: 6 minimal
The night
Darkness
Silence
Sugar
Dogs
Boats
Priests
Cultists
Cemeteries
Cards On The Table
Skills
Accounting - 05%
Anthropology - 01%
Appraise - 05%
Archaeology - 01%
Art/Craft - 05% -Insert craft if specified by your occupation.
Charm - 75%
Climb - 20%
Credit rating - 55% -Based on your occupation. Occupation skill point must be used to raise your credit rating.
Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity.
Disguise - 05%
Dodge - 27 %(base no skill points boost) -Can be added onto with skill points during character creation.
Drive auto - 30%
Electrical Repair - 10%
Fast Talk - 05%
Fighting (Brawl) - 25% -Other means of fighting may be added here during character creation.
Firearms (Handgun) - 80%
Firearms (Rifle/Shotgun) - 25% -Other forms of firearms may be added here during character creation.
First Aid - 30%
History - 05%
Intimidate - 15%
Jump - 20%
Language (French) - 25%
Language (Own) - Equal to Education
Law - 05%
Library Use - 70%
Listen - 20 %
Locksmith - 01%
Mechanical Repair - 10%
Medicine - 01%
Natural World - 10%
Navigate - 10%
Occult - 32%
Operate Heavy Machinery - 01%
Persuade - 75%
Pilot - 01% -What type of pilot you are is determined by your occupation or personal skills.
Psychology - 10%
Psychoanalysis - 01%
Ride - 05%
Science - 01% -What field of science you are skilled in, is determined by your occupation or personal skills.
Sleight of hand - 10%
Spot Hidden - 80%
Stealth - 52%
Survival - 10% -What climate and/or terrain you are skilled in surviving, is determined by your occupation or personal skills.
.45 Revolver: 80 - 40 - 16- Damage 1d10+2 - Range 15yards - Attacks 1(3) - Ammo 6- Malfunction
Small Knife: 25 - 12 - 5 - Damage (1d4 + 0)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
What Is On Your Person: This includes your clothing, jewelry, your wallet, your id, your keys; cash(denote which country), a picture (a rare thing), papers and tobacco, pipe, matches, weapons you may carry, shoes, purse, bag, canteen, walking stick, and so forth. If it is not listed you are not carrying it. Again, keep it grounded in the real world for the 1920's. Limited to spots provided.
Clothing - White cotton shirt, White Vest, Cotton underclothes, Black coat, Black skirt, Leather boots, Wider brimmed black Fedora
Purse/Wallet - ID, A small family photo, 174$, Compact makeup case.
Pack of Cigarettes
Lighter
Whiskey Flask
Bobby Pins x4
Pencil
Mechanical Pencil
Notepad
A cigarette case filled with spare .45 ammo
Handcuffs
Wristwatch
Pocket magnifying glass
Watchmaker eye glass
Residence: This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - Bullets get used, weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks and keep it with your profession and what your income would have been. Not everyone is going to have money... Limited to spots provided.
.45 ammo
spare .45 revolver
A camera
Literature books
Cosmetics
Pair of Handcuffs
Rope
Whiskey... a lot of it hidden under the mattress
Encyclopedias
Medical Case(stock up with basics like gauze, aspirin, alcohol, plasters and etc.)
Animal-N/a
History
What brought you to the detective agency, and why are you still there: Truth... and revenge. I will hunt down any trace of the supernatural, however most are bogus. This agency however is the most consistent place to search and find leads to get what I'm really after. Well I'm looking forward to it. Truth or fake, worst case scenario I will just treat is as a vacation. After all each case solved brings me closer to revenge or death... and both will grand me respite. Life before current day: She was born in France, but her family moved to the states pretty early on in her life. She barely recalls much of her mother's language honestly. She grew up speaking English and aside an occasional weird accent in some words that she picked up growing up around her mother who was speaking with French accent, she speaks it perfectly well.
Growing up as a high middle class child, all was pretty regular. She was a pretty child, got along with her friends. Went to school, met a pretty boy, eventually they became a couple. Married and had a child. They had gotten a place of their own and were living a relative dream life. They had enough and didn't feel the need for more. Well however fate had other plans.
One night something happened when they were returning home. It was stormy, there was a heavy downpour and lightning. It was well in the night and they were hurrying to get home. Something attacked them. She never quite saw what it was, just a vague shadow in the stormy night, but she suffered a lot of claw like wounds and her son and husband were dead with many similar wounds. In fact she only survived because a large group of people had left a nearby pub and likely spooked the attacker/s. She was told it was a pack of feral dogs more likely than not. She never believed it. She turned down to investigating it herself, but a lone woman speaking about horrors and mysteries and unnatural happenings was not something people wanted to hear about and as time passed, funds running low and her psyche ever more damaged form grief, self blame and alcohol, there were talks about her suffering from various clinical mental afflictions.
In that lowest point of her life where everything was looking like it was falling apart, when she was on the verge of even losing her home, she was drinking away... and then happened upon the mob... or the mob happened upon her. She was a smart woman, very much so, was a bit above average in appearance and was extremely persuasive and charming. Somehow she ended up working with the mob... and then got herself a 'boyfriend', well they had an understanding. In any case, she became a criminal, did a lot of questionable acts and things, but in the end she had to do what she had to do. The mob paid well enough in her case, so she restored and made her home better, preserving hte memories of her family.
In the end however her constant investigations and research into the supernatural led her into TIME. The agency was perfectly fine with hiring a person from the mob, presumably for the connections and as long as she didn't break the law and get caught while on official duty it was mostly fine more than likely. So that's how the mobster woman ended up working part time in a detective agency with the law... ain't that a kick in the head?
Your belief in/encounters with the supernatural: It's all real... they don't believe me, call me crazy, but I know what I saw. Even though it was hazy, even though it was impossible, the scars and the dead do not lie. Ideology/Belief: It's all true! It must be, ghosts, gods, monsters, space men and there exist even good politicians... Now give me my money, I've got bills to pay and job to do. Significant people: None still walking... No the 'boyfriend' doesn't count, we've got an arrangement. Meaningful location: Her home that serves double duty as her office, a place to stash her loot and lay low. Many important memories are held there for her. Good, bad, ugly, but all important. Treasured possessions: A small photo of her family.
Name: Margarete Mclittle O'Bryon Aliases: Ms. Little, Sergent, Maggie, Lady O'Bryon Age: 29 years Gender: Female Birthplace: United States. New York, New York. Residence: Arkham Occupation: Antique Dealer, Great War Package
Appearance and Physical attributes
⊰Strength⊱ 85
⊰Constitution⊱ 55
⊰Size⊱ 75
⊰Dexterity⊱ 60
⊰Appearance⊱ 35
⊰Hit Points⊱ 13
Physical description Height: 6'2" Weight: 226 Build: Brawny Eyes: Blue Hair: Auburn, long and wavy/curly Skin Tone: Caucasian Tattoos/Scars/Piercings: Full Body Burns, the most notable scaring the left side of her face Personal Style: Margarete tends to lean on the professional side of apparel. Preferring button down jackets ranging from sleeveless suit jackets, to outdoors jackets. Generally with a semi comfortable blouse underneath. She will regularly switch between skirts of slacks depending on what the situation calls for, or whatever she would feel most comfortable with at the time.
Sexuality: Bisexual Relationship Status: Single Personality: Margarete is a professional woman, who wants to do nothing more then to be the most professional person in the room. No detail is too perfect, no problem is too small, and she has the solutions to all of it. She is correct, until proven wrong. Though she had learned through a slow and painful process to trust the ideas of others around her, old habits die hard. She is convinced that her solutions are always the best unless someone else can present a reason for why it's not, or a reason why their idea is better. Margarete as well, has little patience for people who attempt to wrong her or those under her protection. Should anyone attempt to cause her or her friends any physical or verbal harm, she has full intentions to unleash it ten fold in return. No solution is over the top if it gets the job done after all? She is as well, slow to let go of a grudge. Once someone has wronged her or another she is close too, she finds herself just waiting for that poor fool to slip up again, and give her an excuse to put them back in line.
On her less hostile side, Margarete can be extremely caring and protective of those around her. If someone is hurt, she will tend their needs, if someone needs somewhere to stay safe, her doors are always open. If someone just needs a friend to talk about their problems, she will sit and listen. She is nothing if not caring for those around her and in need. She'll be the shield for a kingdom, a protector of those who can't protect themselves, and a friend to those who will do the same for her.
Margarete knows she isn't the sharpest tool in the shed, but she's passionate about her work. And will call out anyone who doubts her abilities in her fields. And given the opportunity to talk about it, she would go on for hours about artifacts and history. In many ways, she still acts like she did during The Great War. Standing tall, stoic, and assertive. Every now and again letting that cover drop to be more relaxed and chill. Enjoying every little positive thing about life.
Habits: Visibly tensing up when stressed, snacking, being louder than needed. Hobbies: Hunting, hiking, general outdoors activities, writing Greatest fear:
Open, uncontrolled flames
Likes: 6 minimal
History
One night stands
The Great Outdoors
Chewing Gum
Novels, Romance, Fantasy, Old western
Sparing
Old gold, and jewelry.
Singing and Dancing
Dislikes: 6 minimal
Snakes
Heavy industrialization
Sexism
Extreme heat
Rats
Being mocked or discredited
Cards On The Table
Skills
Call of Cthulhu is notorious for its long list of skills, but it will become managable for you in no time! Here is the offical list of skills used in Call of Cthulhu 7th Edition with the base percentage chance of success listed. Just give me a call during character creation and in-case you need some help. I'm more than happy to help!
Accounting - 20%
Anthropology - 01%
Appraise - 50%
Archaeology - 01%
Art/Craft - 05% -Insert craft if specified by your occupation.
Charm - 15%
Climb - 30%
Credit rating - 50% -Based on your occupation. Occupation skill point must be used to raise your credit rating.
Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity.
Disguise - 05%
Dodge - 30% -Can be added onto with skill points during character creation.
Drive auto - 20%
Electrial Repair - 10%
Fast Talk - 05%
Fighting (Brawl) - 55% -Other means of fighting may be added here during character creation.
Firearms (Handgun) - 20%
Firearms (Rifle/Shotgun) - 50% -Other forms of firearms may be added here during character creation.
First Aid - 30%
History - 50%
Indimidate - 50%
Jump - 20%
Language (Other) - 01% -May be added during character creation, either from your occupation or personal skill.
Language (Own) - 60
Law - 05%
Library Use - 45%
Listen - 20 %
Locksmith - 01%
Mechanical Repair - 10%
Medicine - 01%
Natural World - 10%
Navigate - 45%
Occult - 05%
Operate Heavy Machinery - 01%
Persuade - 10%
Pilot - 01% -What type of pilot you are is deteremined by your occupation or personal skills.
Psychology - 10%
Psychoanalysis - 01%
Ride - 05%
Science - 01% -What field of science you are skilled in, is determined by your occupation or personal skills.
Sleight of hand - 10%
Spot Hidden - 25%
Stealth - 20%
Survival - 10% -What climate and/or terrain you are skilled in surviving, is determined by your occupation or personal skills.
Swim - 20%
Track - 10%
Additionl slots of not listed skills
Weapons and Combat
Damage Bonus: 1d4 Build: +1 Dodge: S0
Weapons:
Unarmed: 55 - hard 22, Extreme 11 - Damage (1d3 + 1d4)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
Winchester 1897: 50 - 25, 10 - 1d10+7 or 1D6/2D6/4D6 at (10/20/50 yards) - Range 50 yards - Attacks 2 - 12 gauge - 100
Brass Knucles: 55 - hard 22, Extreme 11 - Damage (1d3 + 1 + 1d4)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
Baseball Bat: 55 - hard 22, Extreme 11 - Damage (1d8 + 1d4)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
What Is On Your Person: This includes your clothing, jewelry, your wallet, your id, your keys; cash(denote which country), a picture (a rare thing), papers and tobacco, pipe, matches, weapons you may carry, shoes, purse, bag, canteen, walking stick, and so forth. If it is not listed you are not carrying it. Again, keep it grounded in the real world for the 1920's. Limited to spots provided.
Clothing - Button down suit jacket, pencil skirt, a blouse underneath, Lifted dress shoes
Purse/Wallet - Loose coins, ID, notebook filled with sketches from work and random thoughts, assortment of pens and pencils, $200, business cards with contact information
Brass Knuckles
Chewing Gum
.45 Cavalry Revolver
Magnifying glass, dusting brush
A pair of necklaces, One silver, one pearl
An assortment of rings ranging from gold, to a small ruby ring
Light work gloves
Wick Lighter
Residence: This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - Bullets get used, weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks and keep it with your profession and what your income would have been. Not everyone is going to have money... Limited to spots provided.
M1897 shotgun, stored under the bed
Baseball bat
Outdoor and clothes
Lantern
Fine wines and bourbon
History books and encyclopedias
Tools for inspecting artifacts
Box of 12 gauge shells (100)
Box of .45 Automatic. (100)
Car, Nash Touring
Sprinkles the Cat
History
What brought you to the detective agency, and why are you still there:One During the great war, Margarete found herself stations in a field hospital hastily established in an old manor house in France. While there, the structure was destroyed in a series of explosions. Caused by planes or artillery, she would never know for sure. Though she survived relatively unscathed, she watched as horrors crawled out from what used to be the basement and began to attack the survivors. One of them having caused the burns she now wears today. Now, she wants to know what had happened, what those creatures were, and how they got there.
Life before current day: Margarete grew up in a wealthy family in New York city. Her father owned a factory, and her mother was an assistant to a dock owner. Margarete wanted for little in material value. She was also the youngest of five kids having four older brothers who while she grew up made sure to remind her she was the runt of the litter. This caused a lot of situations where if she wanted her voice heard, she would have to physically make her brothers listen. Only being dialed back by her mother when she caught them fighting. By the time she outgrew half her brothers, most of the fighting had calmed down between the siblings. Though she still found herself having to balance forcing members of her family to listen to her, and being as lady like as possible to avoid embarrassing her parents. Something she could pull off on a regular basis if everything her parents said was true. Though she did love her family, and she knew they loved her back. But it became apparent quick that the life she wanted to live, was not the life she wanted to live. That life she would find when her family visited upstate New York. The Adirondacks were so green! So clean! So fresh, and the only rules and restrictions seemed to be respecting each other and the world around them. It seemed like the perfect life for her! She would visit her family home out here whenever possible. It was one of the few times she didn't feel restrained by her parents ideas of her!
Growing up though, it became rather apparent she wasn't the smartest cookie. Likely a less than average to low IQ combined with some likely form of ADD. Though through well funded education, heavy persistence from her parents and tutors, she would pick up on some topics, though most would begin falling off fast. She wasn't dumb, nor stupid. But when compared to her brothers with the same resources she fell behind often, and greatly. Topics such as reading and writing fared better then others. She did surprisingly well in history as well. But overall, when it came to schooling, she struggled behind other kids her age. Her parents held much hope for her to find a nice husband to take care of her though!
When The United States entered the Great War, her father had joined as an officer like his father, and his father's father before him. When all of her brothers ended up enlisting, she attempted to join herself meeting strong resistance from both of her parents in doing so. This went on for a few weeks before Margarete joined anyways despite her parents refusal to allow it. During the war she almost never saw action. Though from time to time she could hear the blasts from artillery in the distance. When her unit of clerks found itself attached to a impromptu field hospital, the building was destroyed in a rather large explosion injuring nearly everyone inside. To the surprise of those who could still walk there were few deaths among the debris. What the explosion had uncovered though was a basement that hadn't been discovered when the building was first occupied. Outside of it creatures that Margarete could never imagine had emerged, picking off those too wounded to fight back, and those who ran in fear. One of those creatures had found it's way to Margarete in a matter of moments, and in her attempts to escape it she found herself trapped within one of the many burning fires of the field hospital while the creature stalked outside looking for a way in. When she woke in a new hospital, she was informed that she would be returning home, and that few survived the encounter at her station. When she attempted to explain what had happened, she was dismissed being told she had Shell Shock and her memory of the events were skewed and unreliable. She would return home with not a soul believing her words.
She returned from the war before any of her brothers, and long before the war ended. For her deeds and hard work, she left with a comfortable rank, though her career was over for good. When her mother saw her precious daughter brought home burned and wheelchair bound Margarete had trouble hearing how much her mother missed her over the scolding. How she shouldn't have run off, how she had ruined her life and any chance to have a good husband, how she had needlessly endangered herself and for what?! Every time her mother looked at her from that point, she could see the look in her eyes of disappointment. The scolding and arguments got worse as the war dragged on. With each letter that came in, explaining another brother wouldn't be returning home, the dread was placed on Margarete. With plenty of "This could have been you" "Look what happened to your brothers, what were you thinking" "War is no place for a lady". The scolding stopped when the letter for her father came in. Everything stopped after that. Her mother shut herself in and barely acknowledged anyone anymore. Margarete wasn't much better. In her state, she felt hideous, and wanted nothing to do with anyone who could judge her for her actions. The consequences she wore on her face and would for the rest of her life.
Terry would be the only brother to return home. By that time Margarete could walk without assistance anymore, and held her brother close when he stepped into the door. Her mother finally broke out of her shell again, though paid Margarete little attention as she made sure her son was safe. When he went to take over her father's factory Margarete decided the best course of action for herself, was to get as far away from home as possible. In this case, being the family home out in the Adirondacks. She would spend several years there after the war reading her books, working as a manager in an antique shop, and hiking and hunting to her hearts contempt. Life was as good as it could be for a while, until her brother one day returned to the family cabin. He had told her they needed to sell the cabin. Between their mother not making an income anymore outside of their father's pension, and the factory doing poorly, the family was cutting costs and selling whatever assets they could. Though he explained it as best as he could, and assured that this was the last thing he wanted to do, Margarete would need to find somewhere else to live. With the best option being back home, she was ready to backpack it across the country and live in the woods. Upon hearing this, Terry had offered her some of the sales of the cabin, to help her get started again in a new home. She figured this was the best compromise she could get, so she took it.
Moving to Arkham wasn't her first choice. Or her second. But it was a nice town, and it was affordable enough, and there was a nice little shop with an apartment built into the building for sale. Packing up the possessions she had left to her name, she moved and opened up her new shop. Selling and collecting antiques, learning their history, and getting to tell it to others. She was financially comfortable by any definition, but she was nowhere near as well off as she was growing up. But she still got to go on her long hikes, hunting trips, and got to enjoy her passion in regional and ancient history. Overall, she would call it a win.
Your belief in/encounters with the supernatural: Some creatures that couldn't be explained attacked her during the war. She had no idea what it was, but she has trouble believing it's from this world. Ideology/Belief: If Margarete had her way, everyone would live as farmers, hunters, and historians. The tribal and clan life. But since that isn't feasible, she is a strong voice in the ideas of being independent from other people, government, and and anyone else who would meddle with her life. The only involvement should to assist others who are not able to help themselves. If asked, she'll say she's catholic, though practices little, if at all. Significant people: Her brother Terry is the closest person she has in life. One of the few people who supported her for living a more independent life (After some childhood fights), and has assisted her financially whenever he could. Not that she would openly ask. Many days, she wished she could return the favors.
Her mother could be be included, though they don't speak often. Just the occasional letter. Margarete can't stand the disappointed look on her mother's face whenever she looks at her.
Benny, her local contact for antiques, collectables, and artifacts Meaningful location: The Adirondack mountains. Treasured possessions: History of the old United States, her first major history book
Extras
Character Quote: "This isn't worth fightin' over. But if you're going to make a fight out of it, know it's going to hurt you a lot more than it'll hurt me." Theme Song:Diamond Ring Anything Else:
Physical description Height:5'4" Weight:160 lbs Build:Lean Eyes:Blue Hair:Long and Unkempt Brown Skin Tone:White, often tanned Tattoos/Scars/Piercings: His Military ID number is tattooed on his forearm, shrapnel scars on lower back. Personal Style: Father C doesn't care much for style. His slacks are raggedy, his shoes have wear and some are one good scuff away from no longer holding water but the most striking bit of permanent apparel is his battered cassock. The bottom of the garb is mostly torn away, now looking closer to a very worn and long shirt rather than the cloth of a man of the cloth.
Sexuality: Heterosexual Relationship Status: Single Personality: Charlies fits into the stereotype of the old drunk, sans the drinking (mostly). He'll talk your ear off about any topic that catches his fancy whether that be his faith, another's faith, snowshoeing or whatever his obsession of the day is. That being said, his fits of gleeful conversation can be shut off like a light when the topic of the Great War or his path to his previous profession is brought up. The priest will talk on both subjects but his gusto for speech won't be present.
Despite his aversion to speaking on the subject of war, Charlie is a soldier through and through. When the going gets tough, Father C gets tougher, reluctantly thriving under hardship. His knee jerk reaction to terror is not to run but to confront, even if he reneges on his decision almost immediately. Wether through luck or being a sound response, this fighting instead of fleeing kept Father C alive during the war and he has yet to (or find a need to) break this habit. Habits: Poorly recite verses, tap fingers, look around wildly Hobbies: Cleaning his Rifle as well as making minor modifications, rereading the bible, long walks Greatest fear:
Dark Forest
Likes: 6 minimal
Turtles
Allan Quartermain
Hot Chocolate
Whiskey
Scripture
His Rifle
Dislikes: 6 minimal
Battlefields
Infidelity
War
Elephants
Other Rifles
Wet Socks
Cards On The Table
Skills
Call of Cthulhu is notorious for its long list of skills, but it will become managable for you in no time! Here is the offical list of skills used in Call of Cthulhu 7th Edition with the base percentage chance of success listed. Just give me a call during character creation and in-case you need some help. I'm more than happy to help!
Accounting - 25%
Anthropology - 01%
Appraise - 05%
Archaeology - 01%
Art/Craft - 05% -Insert craft if specified by your occupation.
Charm - 25%
Climb - 20%
Credit rating - 20% -Based on your occupation. Occupation skill point must be used to raise your credit rating.
Cthulhu Mythos - 00% -Cannot be raised by normal means, only by being exposed to the Mythos. Increased skills in CM reduced your maximum sanity.
Disguise - 05%
Dodge - 55 % -Can be added onto with skill points during character creation.
Drive auto - 20%
Electrial Repair - 10%
Fast Talk - 05%
Fighting (Brawl) - 25% -Other means of fighting may be added here during character creation.
Firearms (Handgun) - 20%
Firearms (Rifle/Shotgun) - 55% -Other forms of firearms may be added here during character creation.
First Aid - 40%
History - 45%
Indimidate - 65%
Jump - 20%
Language (Latin) - 51% -May be added during character creation, either from your occupation or personal skill.
Language (Own) - Equal to Education
Law - 05%
Library Use - 40%
Listen - 55 %
Locksmith - 01%
Mechanical Repair - 20%
Medicine - 01%
Natural World - 10%
Navigate - 10%
Occult - 15%
Operate Heavy Machinery - 01%
Persuade - 40%
Pilot - 01% -What type of pilot you are is deteremined by your occupation or personal skills.
Psychology - 45%
Psychoanalysis - 21%
Ride - 05%
Science - 01% -What field of science you are skilled in, is determined by your occupation or personal skills.
Sleight of hand - 10%
Spot Hidden - 35%
Stealth - 20%
Survival - 10% -What climate and/or terrain you are skilled in surviving, is determined by your occupation or personal skills.
Swim - 20%
Track - 10%
Additionl slots of not listed skills
Weapons and Combat
Damage Bonus: None Build: 0 Dodge: 55
Weapons:
Unarmed: 25 - 12 - 5 - Damage (1d3)- Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
.303 Ross Rifle (Lee-Enfield): 55 - 27 - 11 - Damage (2D6+4) - Range (110 yards) - Attacks (1) - Ammo .303 - Malfunction (100)
What Is On Your Person: This includes your clothing, jewelry, your wallet, your id, your keys; cash(denote which country), a picture (a rare thing), papers and tobacco, pipe, matches, weapons you may carry, shoes, purse, bag, canteen, walking stick, and so forth. If it is not listed you are not carrying it. Again, keep it grounded in the real world for the 1920's. Limited to spots provided.
Purse/Wallet - ID, some US and Canadian Change, US Cash, Joe Tinker Baseball card
Blessing Cross
Matches
Cigarettes
Medical Kit Satchel
Bible
Various thick rings to use as Brass Knuckles
Wax Paper
Charcoal
Residence: This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - Bullets get used, weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks and keep it with your profession and what your income would have been. Not everyone is going to have money... Limited to spots provided.
Ross Rifle (using Lee-Enfield stats) with minor technical modification and a crude but intricate carving on the stock depicting a big game hunter
A copy of Allan Quartermain
A copy of King Solomon's Mines
.303 Ammo
A pair of silver .303 rounds
Latin to English translation book
A bottle of Caribou
Bottle Caps from various brands and also from around the world (mostly Europe and the Americas)
Bicycle
Frog named Fred
History
What brought you to the detective agency, and why are you still there: What brings anyone to any job? Gotta make a living somehow and I just don't really have the heart to be a proper priest anymore. Besides, maybe seeing some of tricks behind the curtain will help me work up the nerve to go home again... For now though I'm more than content using my what I know to help out my fellow man in my own way thanks to TIME. Life before current day: Charlie Forsythe was born and raised in Vancouver Canada to a pair of loving parents. His life was a good one, full of hardwork but a consistent yearning for greatness. At a young age, Charlie wanted to become a legend like his idol Allan Quartermain.
Charlie would get his chance at supposed greatness when the Great War broke out and the freshly minted eighteen year old enlisted right away to do his part in fighting for global justice. Over the gruelling years though, Charlie's lofty goals of going down in history quickly changed to just wanting out of the conflict. The horrors of war took its toll on Charlie with his only constant solace coming from the couple of verses he'd heard from those who knew the good book better than him.
After the war, Charlie threw himself into his new passion of following the lord. He began learning to be a priest at a small town church in Alberta. He studied, preached and did some fulfilling work during those years but in the blink of an eye it was all gone. Charlie couldn't tell you what happened to make him leave town, all he remembers is something earth-shatteringly terrible happened and at this point he is happy with not knowing what happened. Compounding the mysterious nature of the event was the fact that Charlie hadn't heard from or about any of his old acquaintances since his own mysterious departure. Finding himself without a purpose, Charlie roamed the continent, making his way all the way down to the Mexican border before being approached with an opportunity.
Father C was exactly sought out by TIME, a representative of the company was looking for new recruits for a new branch and the wandering priest seemed like he might have some relevant skills for some of the cases the agency went after. Joining a detective agency wasn't initially in the cards for the would-be priest but fed up with being purposeless, Charlie accepted the job offer and the rest is history. Your belief in/encounters with the supernatural: Charlie isn't really sure what he believes. Whatever happened in Alberta was bad enough for his mind to completely scrub the event from his memory and as someone who's seen the horrors of war, Charlie figures there's not much else out there in the natural world that could do that to him. He's always had a passing interest in myths and legends but after his brush with something terrible, he's been giving the supernatural a bit more credence. Ideology/Belief: Charlie has a strong belief in God, training in the Catholic denomination though he has since taken on a bit broader belief in Christianity. Significant people: Father C doesn't have many he would consider close though his parents were always there for him. He hasn't spoken to them since joining the Church though and has maintained radio silence. Meaningful location: Vimy Ridge. The battlefield still brings great distress to Father C but the battle fought there significant to Charlie, fighting alongside his many of his own countrymen and it was the only time after the beginning of the war where Charlie's wish to become a legend resurfaced. Treasured possessions: A small cross necklace looted off a fallen soldier which Father C originally belived to be the soldier's dog tags.
Extras
Character Quote:"Ah' cripes" Theme Song:Twilight Zone by Golden Earring Anything Else: Using Ware Experience Package (Sanity Roll Here, Immune to sanity losses resulting from viewing a corpse or gross injury)
Name: Alessa Bianchi Aliases: Lea, Ally, Allie Age: 25 Gender: Female Birthplace: Naples, Kingdom of Italy Residence: Boston Occupation: Nurse
Appearance and Physical attributes
⊰Strength⊱ 35
⊰Constitution⊱ 40
⊰Size⊱ 55
⊰Dexterity⊱ 60
⊰Appearance⊱ 55
⊰Hit Points⊱ 9
Physical description Height: 5'4'' Weight: One should never ask a lady that question Build: Average, some definition in her arms Eyes: Brown Hair: Dark chestnut brown Skin Tone: Fair Tattoos/Scars/Piercings: A scar running across her left arm, seems to have been made by something sharp Personal Style: Classy, modest and feminine when given the choice, whatever best fits the occasion otherwise. Though she's a very clean person, she's notably not shaken by blood, dirt or grime. Saving lives can be messy, and dirty clothes can always be washed.
Sexuality: Bisexual, though unaware and closeted Relationship Status: Divorced
Personality: First impressions paint Alessa an ideal woman of her time; soft spoken and polite, dressed modestly, willing to engage in small talk and laugh at unfunny jokes to save another's face. However, the more time one spends with her, the easier it is to see that she's not quite as demure as one might expect. The first hint is her tendency to maintain eye contact to a relentless degree, particularly if a topic interests her. And while she doesn't need to be part of every decision made, she's also not afraid to share her opinion when she has one - especially pertaining to politics or medical care. She doesn't shy away from debates or disagreements, either; in fact, she relishes in them, and isn't above banter. You will not, however, ever catch her raising her voice or retorting to insults. She believes that in the battle of wits, the one to shout is the one to lose.
Alessa has dedicated her life to medicine, wishing not only to study and apply it, but be there to bring it forward in leaps, particularly when it comes to mental health. She's ambitious and stubborn, far more interested in helping people than upholding laws, rules or regulations that serve to hurt them, and she will never turn down someone needing her aid - often at the cost of her own well-being, even. She dislikes violence, even in self-defense, and is far more likely to talk and reason herself out of a difficult situation than anything else. This, despite been gifted a gun by her father's old associates. With that said, she doesn't have a death wish, and she is not one to roll over and die if push does ever come to shove again.
Habits:
Speaks very fast when agitated
Looks people in the eye when talking
Tends to talk with her hands to a distracting degree - to counteract this, she tries to purposefully keep her hands to herself as much as possible, often folded
Hobbies: Reading, jogging, swimming Greatest fear: Hurting someone in her care - e.g. a patient Likes:
Reading
Swimming
Strong coffee
Rain
Homemade food
Learning
Sewing
Debates
Dislikes:
Being talked down to
Violence
Tardiness
Alcohol
Big dogs
Lack of hygiene
Being idle
Prejudice
Cards On The Table
Skills
Accounting - 05%
Anthropology - 01%
Appraise - 05%
Archaeology - 01%
Art/Craft - 05%
Charm - 15%
Climb - 20%
Credit rating - 9%
Cthulhu Mythos - 00%
Disguise - 05%
Dodge - 65%
Drive auto - 20%
Electrical Repair - 10%
Fast Talk - 05%
Fighting (Brawl): Knives - 31%
Firearms (Handgun) - 20%
Firearms (Rifle/Shotgun) - 25%
First Aid - 70%
History - 05%
Intimidate - 15%
Jump - 20%
Language (Other): Italian - 25%
Language (Own) - 65%
Law - 05%
Library Use - 20%
Listen - 40%
Locksmith - 01%
Mechanical Repair - 10%
Medicine - 70%
Natural World - 10%
Navigate - 10%
Occult - 05%
Operate Heavy Machinery - 01%
Persuade - 55%
Pilot - 01%
Psychology - 65%
Psychoanalysis - 65%
Ride - 05%
Science: Biology - 20%
Sleight of hand - 10%
Spot Hidden - 50%
Stealth - 20%
Survival - 10%
Swim - 35%
Track - 10%
Weapons and Combat
Damage Bonus: +0 Build: +0 Dodge: 65
Weapons:
Unarmed: 31 - 6 - Damage (1d3) - Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
Scalpel: 31 - 6 - Damage (1d4) - Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
Syringe: 31 - 6 - Damage (1d4) - Range (N/A) - Attacks (1) - Ammo (N/A) - Malfunction (N/A)
What Is On Your Person:
Clothing - dress, heels, gloves, hat, undergarments, socks
Wallet with US cash, ID, small mirror, make up, notebook and pen
First aid kit - with its usual contents
Surgical tools - syringes, gauze, scalpel, etc. though she doesn't advertise them.
Medication - pain killers, relaxants, sedatives, etc. ditto the above, she should not be walking around with this after all
Jewelry - earrings and a necklace
Book on the anatomy of the human brain
Sewing kit
An old, worn postcard
Address book
Residence:
Research papers
Medical books
A stack of postcards and letters
.32 Revolver - which she has never used
Ammo for the above
Bicycle
Research papers on the topic of mental health
Spare medical supplies
Fancy Italian wine she was gifted years ago
A lot of house plants
History
What brought you to the detective agency, and why are you still there: Alessa has never fancied herself a detective, but it was the talk of unexplained bouts of madness and strange behaviour that caught her interest - both professionally, in her pursuit to understand the human mind, and personally, to perhaps finally find out what happened to her father.
Life before current day: Though Alessa was born in Naples, she has no memories of the city. She was but a toddler when her parents uprooted their family and moved across the world to the United States in search for a better life. They were faced with many new opportunities, but also many new challenges, and in the end her father ended up partaking in some less-than-legal activities to help support their new lifestyle. Growing up, Alessa was unaware of such things, and her parents liked to keep it that way. Her father's work, both the legal and illegal ones, necessitated travel, and so he was away for long periods of time. Despite that, Alessa was always her father's girl, and loved nothing more than to see him come home with gifts, stories and hugs in tow.
From a very young age, Alessa was always interested in medicine, so becoming a nurse was her third dream, after becoming a princess and then a model. By the time she was a teenager, the first two were all but forgotten. But it wasn't until a few years ago in fact, that she became interested in mental health in particular. It started with her father's sudden disappearance. He was gone for the better part of a week, and once he was finally found, he was acting strange. He claimed he'd seen a monster - and worse yet, it could still see him. It was here, in fact, with him. In his mind. It was during this time that her father's connections to organized crime came to light to her.
No doctor could make sense of what was wrong with him, and the methods they used - though widely accepted - seemed inhumane to Alessa. She watched her father receive no help, and ended up tending to him herself, to the best of her ability. Sadly, it wasn't enough. His mental deterioration was followed by a physical one, and eventually, he withered away. Alessa was overcome by intense grief and regret for her powerlessness, and decided no other patient should ever suffer what he had. She started to study the human mind intensely, challenging many a common-held belief. So ambitious and so outspoken she was in her research, that she ended up angering some big names in the field, and that, combined with lack of funding and the barriers put in place by societal expectations, made applying for medical school impossible.
But she wasn't willing to give up. She wanted to learn more, of medicine, or mental health, and was rigorous in self-study. Eventually, she ended up involved in the world her father once dealt in; organized crime. Or rather, tending to the people involved in such a life, even when no one else would treat them. She didn't condone their actions, but they cared little if she didn't have a license, and needed help besides. She worked as a back-alley doctor for a few years, though not without incident. Most notably, she once had to defend herself from a patient's unruly loved one to the point of needing to fight. What exactly happened is unknown, as she disappeared after, and refuses to speak of the incident even now.
Your belief in/encounters with the supernatural: Though Alessa has not personally encountered anything supernatural, her father used to speak of such things on his sickbed. In fact, his mental troubles began ever since he supposedly saw something not of this world. Alessa knows the things a troubled mind can conjure, but having treated her father for a long time and researched the topic at length, she isn't entirely sure everything he said was mere lunacy...
Ideology/Belief:
"I should let no one else tell me what I can or cannot be."
Significant people: Her mother. Though they often argue and haven't been in touch for a while, they only have each other now. One of these days, Alessa will call her. Meaningful location: Her father's grave in Chicago; she visits when she's able. Treasured possessions: Postcards from Italy, sent by her father and her relatives there.
Extras
Character Quote: "An apple a day might keep the doctor away, but nothing deters a nurse. Now let me see that injury." Theme Song: tbd Anything Else: Alessa is left-handed, but has learnt to use her right one due to necessity.